aarparmd's Recent Forum Activity

  • Here's my game Monsters and Platforms. If you enjoy classic platformers, this is worth a play:

    https://play.google.com/store/apps/details?id=com.angregate.monstplat

    Try the first two levels and let me know what you think by leaving feedback on the app page!

  • My first platform-action game Monsters and Platforms is up on Google Play and can be played online:

    Android: https://play.google.com/store/apps/details?id=com.angregate.monstplat

    Online HTML5 Demo: https://angregate-games.itch.io/monsters-and-platforms

    Give it a try and let me know what you think!

    Graphics:

    http://opengameart.org/content/simple-broad-purpose-tileset

    Music by this crazy man:

    https://lazynerd.bandcamp.com

  • Have you tried this one?

    https://github.com/cranberrygame/cordov ... -admob.git

    It works for me.

  • [SOLVED: TEMPORARILY]

    I was able to use https://github.com/cranberrygame/cordov ... -admob.git with the Native Admob C2 plugin and configure it properly with Intel XDK. As far as I know, I'm thinking that this particular Cranberrygame plugin for XDK is up to date since it hooks into the latest Google Mobile Ads SDK. I'll need to send AndreasR an e-mail. It's possible the Cocoon.io compiler may be using a SDK version lower than 6.4.1 or the issues happen when using an SDK of a higher version. Admob has deprecating versions 6.4.1 and lower of the Android Google Mobile Ads SDK back in September so I'm betting this may have something to do with Cocoon's Ad plugin not showing ads for IDs created after mid-September. I could be wrong or Andreas might be aware of what's going on and is doing what he can to fix it.

  • Try these:

    ca-app-pub-4611051042009236/7519407508 - Banner

    ca-app-pub-4611051042009236/8996140708 - Interstitial

    I don't have them associated with any apps yet but they're 3 days old.

    EDIT: part12studios

    Your unit IDs aren't showing so it may be something on my end since you say they work when you compile the template app. I'll see what other factors may be causing the issue.

  • Have those unit IDs showed any ads in other apps?

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  • I've been using the Admob native ads for Android plugin on Cocoon.io with Canvas Plus. After that, I switched to Intel XDK and tried implementing Jose Carlos Hernández's Cordova Admob Free plugin (I also tried Appodeal but the current plugin crashes when I import it into XDK) and still nothing shows up even after everything works perfectly in both Webview+ and Canvas+ (using Cocoon.io). I'll just have to wait for Admob to get back to me because as far as my account status is concerned, it's set to open and I'm far from a payment threshold. This is so frustrating.

  • Yes, and like I said, I even compiled one of my older apps without making a single change to the event sheets or Ad IDs but now the Admob ads aren't showing any more and everything else works. I'll have to find out if it's something on Admob's end or not as I'm even having trouble with Intel XDK builds not showing ads.

  • I'm having a similar issue. Two days ago, I created a couple of Admob ad units but no ads are showing after compiling an app in Cocoon.io hours ago. I checked the unit ID numbers and there's no error after the "ca-app-pub-" I'm using the "Is Canvas+" condition to trigger the banner ads then the events of load a banner ad, set banner layout, show the banner ad occur.

    After no success, I checked the config XML file:

    <?xml version="1.0" encoding="UTF-8"?>

    <widget xmlns="http://www.w3.org/ns/widgets" xmlns:gap="http://phonegap.com/ns/1.0" id="com.author.game" version="1.6" xmlns:cocoon="http://cocoon.io/ns/1.0" android-versionCode="10" xmlns:cdv="http://cordova.apache.org/ns/1.0">

    <name>Game Name</name>

    <description>Game Name</description>

    <author href="http://website.com" email="email@gmail.com">Author Name</author>

    <preference name="permissions" value="none"/>

    <preference name="android-targetSdkVersion" value="23"/>

    <feature name="http://api.phonegap.com/1.0/network"/>

    <preference name="orientation" value="landscape"/>

    <preference name="fullscreen" value="true"/>

    <gap:config-file platform="ios" parent="UIStatusBarHidden">

    <true/>

    </gap:config-file>

    <gap:config-file platform="ios" parent="UIViewControllerBasedStatusBarAppearance">

    <false/>

    </gap:config-file>

    <preference name="deployment-target" value="8.0"/>

    <preference name="android-minSdkVersion" value="14"/>

    <plugin name="com.ludei.canvasplus.ios"/>

    <plugin name="com.ludei.canvasplus.android"/>

    <platform name="ios">

    <preference name="enabled" value="false"/>

    </platform>

    <preference name="Orientation" value="landscape"/>

    <preference name="Fullscreen" value="true"/>

    <plugin name="com.ludei.installlocation.android"/>

    <preference name="android-installLocation" value="auto"/>

    <plugin name="cocoon-plugin-ads-android-admob"/>

    </widget>

    and everything seems to compile properly.

    I also used Andy's template collection and put my own numbers into the Admob plugin to test and and still no ads show even though the template app confirms the function to call banner and interstitial ads worked.

    Lastly, I took one of my older apps that did have Admob implemented properly with ads showing and compiled it with both the 2.0.0 compiler and the latest compiler. Everything worked great app-wise but no ads were showing. I'm not sure if it's the Canvas+ compiler or Cocoon IO or if there's something wrong with my Admob account. I'm far from a payment threshold and from what I can see, I'm in decent standing since I've been using Admob for just under a year now.

    I'm also aware that Admob has updated their policies regarding the use of ad units implemented using early Android SDKs (much lower than 14 from what I remember). But I don't think that affects anything. I'm considering moving back to XDK but really don't like how bloated Crosswalk gets when combined with HTML5. Any help would be awesome!

  • Just wanted to bring this to everyone's attention:

    flippa.com/blog/price-change-app-listings

    I guess Flippa really wants to ensure we're selling serious quality apps now.

  • Dungeon Tune — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-music/dungeon-tune-1242

    <p>Creep through a spooky or danger filled dungeon. This dungeon tune was originally composed with New Super Mario inspiration in mind but turned out to be something original. Perfect for a game jam that is running this Halloween 2015. Contains heart-pounding strings, theremin, harp, and music boxes.</p><p>OGG and M4A files are 44.1kHz and 16 bit</p>

    Use this topic to leave comments, ask questions and talk about Dungeon Tune

  • RPG Fantasy Music Collection — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-music/rpg-fantasy-music-collection-1232

    <p>If you're looking for a complete soundtrack for your medieval, fantasy, or RPG game at a reasonable price, look no further.</p><p>These 11 tracks have been composed and mastered with the inspiration of games like Breath of Fire, Final Fantasy, and other JRPGs but can be used for any kind of medieval or fantasy game genre. Use these songs to convey your heroes' feelings as they wander fields to fight slimes, forests to find food, dungeons to find treasure, find monsters to slay, and shop around towns to sell and trade spoils while gathering the latest gossip of the townsfolk.</p><p>The RPG Fantasy Music Collection from Aaron Parsons VG Media; it makes the game of your dreams much more epic.</p>

    Use this topic to leave comments, ask questions and talk about RPG Fantasy Music Collection

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aarparmd

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